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Old 07-14-22, 02:58 PM   #4846
Kal_Maximus_U669
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Originally Posted by Rigel44 View Post
I just rejoined the subsim community after years away. For my reentry into the sub sim world I have chosen SH4 with FotRSU mod. I enabled the mod in JSGME last night but I am not sure I got FotRSU mod game... the opening video looked like stock game. Anyway I am troubleshooting that issue.

My real question is - I see really great videos of the game play where the graphics are amazing - the sub and water effects are really well done but I didn't get that when I opened the game for the first time last night. Is there something simple I am doing wrong or can anyone point me to what string I need to read to mod for better graphics in the game?

Thanks,
Rigel44
Welcome to Subsim
You did well to start with FoTrS..
That of BH being much more difficult
the talented modders here have moved things so much in order to have a new SH without these mods I will not play it..
I wish you a good assembly...

listen to the "boss" in person has made some recommendations to you not to skip the steps for the graphics it's "in game" no filter.. or Reshade.. it's natural it reflects the work of the modders here..
Sincerely Kal Maximus U669
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Old 07-14-22, 10:16 PM   #4847
Rigel44
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Thank you so much for the reply

I have SH4 v1.5 installed via download from UbiSoft store. I had read a tutorial that did teach me to change the install path so the game is in C:\SubSim\SH4 and a zipped a clean back up.

So that was really dumb of me - all I had to do was set the resolution to match like you said and the graphics look great!

The system I am on has a resolution of 4500x3000
Processor is an Intel Core i7 2.7 Ghz. 64bit x64
OS - Win 10 Pro
Graphics Card is NVIDIA GeForce GTX965M. (I didn't see the video memory listed)
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Old 07-14-22, 11:43 PM   #4848
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Cool! Excellent install then. Just check your mod path then. You installed the game in "C:\SubSim\SH4", and there are several ways you can do things from there. If you do not have JSGME.exe, there is a copy of that in the mod's "Extras" folder. If you have JSGME already, just put it in the SH4 folder, and run it. It will prompt you to let it create a "MODS" folder, which it will then add it in the same folder level as the game, so that you will have Data, MODS, Registration Reminder, Resources, etc. You then put 100_FalloftheRisingSun_Ultimate... mod in the MODS folder, extract it there, then run JSGME again, select the mod in the left-hand JSGME window, click the right-arrow button, and let it do its thing, which will take several minutes anyway to run. Once the 100_FalloftheRisingSun... text is in the right-hand window, then the mod is activated. You should now have LAA and MultiSH4 in the "root" folder of the game (C:\SubSim \SH4) for your use. First though, select the SH4.exe file, and the FileManager.dll file in the SH4 folder, and right-click on one of them. That should bring up a Context Menu. Choose Properties from that, and on the first "General" tab that it opens to, look for "Read-only" under the "Attributes" section, and meke certain the tick box is cleared. OK your way out, and the files are now write-enabled to where LAA and MultiSH4 can be used on them. If you are not making a new Save folder with MultiSH4, be certain to empty the game's Save folder, which defaults to "C:\Users \UserName \Documents \SH4", and delete everything below the SH4 folder level. The game runs off of the contents in that folder, and if there is already a file of the same name as the mod contains, JSGME will not over-write the existing file. That can result in an incomplete mod activation. For more info on that aspect, see the Support folder for those pdf files, or ask some specific questions here. Once the Save is cleared, you can run the mod. But you will have to re-set all the video settings...
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Old 07-16-22, 05:57 PM   #4849
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Hello all- first time poster here. Loving FOTSRU so far- the Alaskan campaign is a breath of fresh air compared to a million stock Manila starts for someone who steadfastly refuses to use a "real" fleet boat.

Where can I find documentation on the AI submarines in FOTRSU? Just encountered a Jyunsen Type B south of Umnak Island, running south on the surface, and sent it to the bottom with four Mark 10s. (Overkill, sure, but I wasn't going to get into a deck gun duel with its own being stern-mounted.)

To my understanding there are both surfaced and submerged AI submarines (and they only ever stay as such) armed with both guns and working torpedo tubes. I can guess that the surfaced submarines behave reasonably close to surface ships- attacking you once spotted and trying to avoid being torpedoed- but how do the submerged equivalents behave?

Furthermore, do AI submarines of any type have passive sonar? Chalk it up to the skipper's incompetence, maybe, but the aforementioned Jyunsen made no indication that it had picked up my screws even as I was trying to gain on it at flank speed from six nautical miles off.
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Old 07-16-22, 07:01 PM   #4850
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The surfaced AI subs are found in the Sea folder, and their folder names begin with "NSS_" prefixes. The JyunsenB is the ubiquitous IJN sub, and it has hydrophones after 19430101, so when you are headed that way prior to then, no hydrophone.

The AI subs, being in the Sea folder, are set as "Elite Destroyer Escorts" Type 17 and 18, which is what gives them their AI "attack" attitude. It would be nice if there was some form of scripting in the game to control their maniacal behavior, but alas, not in SH4. At this time, we have NOT included any submerged AI subs. During testing, we would discover that we encountered one after the torpedoes struck... The game does not have any "logic" for the player sub to identify a submerged threat, nor does it have similar for "Incoming torpedo!!!" We therefore do not have the Event Camera give you any penalty, so you can at least possibly "see" a torpedo launch, and therefore be aware of someone shooting torpedoes at you, or someone...

You probably encountered that Jyunsen just after an airplane lauch, and they may have still been in the process of trying to button the ship up for proper submarine operations... at least, that's the back story we'll use... lol - but seriously, there are four IJN subs that carry airplanes, the JyunsenB among them, and there most likely is an airplane or two flying around up there at any given time from about February 1942 through September 1942 that "launched" from the subs...

A little note about the FotRSU Manila (and Pearl for that matter) at the start of the war, is that you are not assigned missions like any other mod. There are specific missions for certain boats. An S-Boat usuall has a 4 in 5 chance of a "quiet" initial assignment in close waters, not too far from Manila. That 1 in 5 chance takes you to San Bernardino Straits where you will almost definitely encounter at least a DD and some seaplane tenders, but if you venture into the open seas, you might encounter two or three invasion forces. The 'quiet" missions near Manila end up turning into terror missions as most of the S-Boats were ordered to penetrate Lingayen Gulf, and you do run a strong chance of encountering either of two landing forces, and / or the cover force. All of them have so many DD, you can see why the real boats had a tough time of getting close to them. As it stands now, there are a few unique missions for 2nd patrols (supply drops etc), but most do revert to "the usual" at Surabaya, but when you get to Fremantle, the odds for SpecOps go up, and you never know what you'll encounter. Then you transfer to Brisbane, and all the fun of hunting in that area with all of the planes that Rabaul and Buna can throw up to look for you...
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Old 07-16-22, 07:39 PM   #4851
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Quote:
Originally Posted by propbeanie
The JyunsenB is the ubiquitous IJN sub, and it has hydrophones after 19430101, so when you are headed that way prior to then, no hydrophone.
No wonder they were totally unaware before the last few seconds. Poor bare-arsed bastards; I would hate to be a Japanese skipper leaning on only visual contact for attacks.

Quote:
Originally Posted by propbeanie
During testing, we would discover that we encountered one after the torpedoes struck... The game does not have any "logic" for the player sub to identify a submerged threat, nor does it have similar for "Incoming torpedo!!!"
Call me masochistic, but I honestly wouldn't be annoyed by that (at least per how hopeless it was for those Jyunsens once they'd spotted my incoming torps). At least it'd give me a reason to conduct periscope patrols by daylight rather than comfortably steaming around with my air search radar covering me (though I bet that won't be such a good idea later in the war).

Quote:
Originally Posted by propbeanie
... there most likely is an airplane or two flying around up there at any given time from about February 1942 through September 1942 that "launched" from the subs...
Yet to encounter one south of Umnak- really, anything but Jyunsens. I've just concluded my first patrol with four of 'em on the sea floor. Two went down just like the first- nice, 90 degree torpedo attacks on unaware targets (steaming at the regulation 7 knots), in calm weather. The fourth... well, he put up a fight worthy of his starburst flag.

I'd set up a good interception for him, marked course and speed, etc. etc. only to find that visibility was limited to 2000 yards by the ongoing Pacific storm- and that I was just a mite too far away to catch him in my periscope. No problem, I think, I'll surface and man the deck gun. Better to face his stern gun crew than his torpedoes, right? Bad idea.

His gun crew turned out to be a little more seasoned than mine, and within a minute or two I had damaged bulkheads and men down on the deck. Diving to lick my wounds and take stock, I watched the sonar contact recede into the storm- rather than waiting to finish the job the Japanese skipper'd elected to retreat. Sufficiently baited I moved to intercept.

After some tense minutes of flank-speed pursuit, punctuated by periodic sonar dives, I found him again- once again, practically close enough to shoot small arms at. Once again he gained the edge in the gunnery duel, and this time my S-boat was coming apart at the seams (71% hull damage). I slapped together an ugly firing solution from the conning tower and fired off my remaining three torpedoes, then crash-dived; fully expecting to have lost this one, and worried his (still-firing) deck gun would do me in before I could slip away.

Pop, pop, pop. All three impacts, and one very dead Jyunsen- all before I can even clear decks-awash depth. I've some ugly holes to explain to command, but also 10524 warship tons to pin to my wall.
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Old 07-16-22, 10:39 PM   #4852
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Quote:
Originally Posted by propbeanie View Post
Cool! Excellent install then. Just check your mod path then. You installed the game in "C:\SubSim\SH4", and there are several ways you can do things from there. If you do not have JSGME.exe, there is a copy of that in the mod's "Extras" folder. If you have JSGME already, just put it in the SH4 folder, and run it. It will prompt you to let it create a "MODS" folder, which it will then add it in the same folder level as the game, so that you will have Data, MODS, Registration Reminder, Resources, etc. You then put 100_FalloftheRisingSun_Ultimate... mod in the MODS folder, extract it there, then run JSGME again, select the mod in the left-hand JSGME window, click the right-arrow button, and let it do its thing, which will take several minutes anyway to run. Once the 100_FalloftheRisingSun... text is in the right-hand window, then the mod is activated. You should now have LAA and MultiSH4 in the "root" folder of the game (C:\SubSim \SH4) for your use. First though, select the SH4.exe file, and the FileManager.dll file in the SH4 folder, and right-click on one of them. That should bring up a Context Menu. Choose Properties from that, and on the first "General" tab that it opens to, look for "Read-only" under the "Attributes" section, and meke certain the tick box is cleared. OK your way out, and the files are now write-enabled to where LAA and MultiSH4 can be used on them. If you are not making a new Save folder with MultiSH4, be certain to empty the game's Save folder, which defaults to "C:\Users \UserName \Documents \SH4", and delete everything below the SH4 folder level. The game runs off of the contents in that folder, and if there is already a file of the same name as the mod contains, JSGME will not over-write the existing file. That can result in an incomplete mod activation. For more info on that aspect, see the Support folder for those pdf files, or ask some specific questions here. Once the Save is cleared, you can run the mod. But you will have to re-set all the video settings...

I believe I followed all these directions but I still don't believe the mod is activated when I launch. I am guessing I should see a Fall of the Rising Sun splash screen when the app launches correct? Also, I found that running a very high resolution screen has resulted in very small control gauges. Is there a recommended fix for this?
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Old 07-16-22, 11:53 PM   #4853
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Quote:
Originally Posted by Rigel44 View Post
I believe I followed all these directions but I still don't believe the mod is activated when I launch. I am guessing I should see a Fall of the Rising Sun splash screen when the app launches correct? Also, I found that running a very high resolution screen has resulted in very small control gauges. Is there a recommended fix for this?
After launching SH4, (which the copy you have, should be v1.5 : Silent Hunter IV: Wolves f the Pacific: Uboat Missions) you should see FotRS-U splash screen... I believe, Yes.

Of course, if you are using either of Nipon Maru or Nihon Kaigun, the splash screen, will be different than the FotRS-U one.

On the control gauge issue... after launching... you did go into the main screen 'options menu' & into the 'Graphics Settings' & set the resolution, to your screens 'native resolution'.?


If you don't know what that is, right off... you can click on the Settings gear icon for Windows... in that menu, select 'system', in that menu... look for 'Display' & click on it. In the menu that opens up after doing that... look for 'Display Resolution', it'll be the 2nd box down under the 'Scale & layout' section in that menu.


Take that resolution info & set it to that, in the aforementioned 'Graphics Settings' info... listed above.


Hope this helps, get you sorted out there...








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Old 07-16-22, 11:58 PM   #4854
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Quote:
Originally Posted by Rigel44 View Post
I believe I followed all these directions but I still don't believe the mod is activated when I launch. I am guessing I should see a Fall of the Rising Sun splash screen when the app launches correct? Also, I found that running a very high resolution screen has resulted in very small control gauges. Is there a recommended fix for this?
Are you seeing old style ww2 videos on board subs during the startup?
If not then you don't have the mod running. Also you'll see a much larger list of options in the startup screen as well as a slew of added missions in the training, single mission and war patrol options.
If your only seeing the standard 5 or 6 (Can't remember exactly) training missions then the mod isn't getting loaded up.
I believe "chasing the wounded bear" is the last standard single mission in the standard game.
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Old 07-17-22, 05:57 AM   #4855
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Thanks for the info. Based on your replies, I am Definitively not getting the mods to load. I also tried a new folder with a fresh SH4 1.5 install that I tried a dark waters mod with. That also doesn’t load with the mod even though in both my folders with FotRSU and Dark Waters the JSgme shows the mod as active. I checked “read only” and clearly the box is unchecked. Am I not clearing the saved games appropriately or is there something I need to do with LAA or MultiSH4? Both are showing in root game directory but is there anything else I need to do with them? Thanks for your patience and help!
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Old 07-17-22, 06:23 AM   #4856
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Quote:
Originally Posted by Rigel44 View Post
Thanks for the info. Based on your replies, I am Definitively not getting the mods to load. I also tried a new folder with a fresh SH4 1.5 install that I tried a dark waters mod with. That also doesn’t load with the mod even though in both my folders with FotRSU and Dark Waters the JSgme shows the mod as active. I checked “read only” and clearly the box is unchecked. Am I not clearing the saved games appropriately or is there something I need to do with LAA or MultiSH4? Both are showing in root game directory but is there anything else I need to do with them? Thanks for your patience and help!


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Old 07-17-22, 06:57 AM   #4857
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Default reinstall Fotrs



I thought you were a veteran here...!!! I'm starting to doubt it since you haven't been able to do the union minimum..
Mr Beanie... Mr Mad Mardigan... we give you all the recommendations to follow you were served on a platter what more do you want...!!!
I make an effort with you...
we start with a clean install...
observe the path which is given figure A
then we install patch 4go or L AA it's up to you to choose figure C
then we install JSGME figure D this one once activate create the "MODS" file figure B in this one you will place all your mods...
then optional "Multish4" if you want to have several Install figure E

now we activate the mods see screens pay attention to the path at the top in order to locate you

the "mods" are activated on the last screens here is my friend there is nothing to complicate when you give yourself the means to read the recommendations provided for a veteran like you it's small beer no..


Good luck .. in work
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Old 07-17-22, 08:24 AM   #4858
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Quote:
Originally Posted by Rigel44 View Post
I believe I followed all these directions but I still don't believe the mod is activated when I launch. I am guessing I should see a Fall of the Rising Sun splash screen when the app launches correct? Also, I found that running a very high resolution screen has resulted in very small control gauges. Is there a recommended fix for this?
You should see a splash screen similar to the one at the bottom left of my post here. There are two probable causes. The easiest one to look for is proper folder structure, which is rather difficult to illustrate in a posting here, but navigate into your game folder, and then the MODS folder and finally the "100_FalloftheRisingSun_Ultimate_v1.x..." folder. In that FotRSU mod folder, do you see "Data", "Extras" and "Support" folders, along with six other files? Or do you see another folder of the same name as the first? If you see a 2nd mods folder, then that is the trouble. This happens when extracting the mod archive. Select all in the folder with a <Ctrl><A> key combination, then <Ctrl><X> combo to cut, go up one folder level to the first FotRSU folder, and <Cdtrl><V> combo to paste all that. You can then delete that now (hopefully) empty extra mod folder. Try to activate it now.



That is an older folder structure picture, but notice the "path" of "C:\Games \FotrSUv17 \MODS" and the "100_FalloftheRisingSun_Ultimate_v1.7p3d" sitting in there. Below that folder is Data, Extras and Support, along with those six other files, and not another same-named folder.

The second possibility is you that you are using an incorrect short-cut to start the game. Make certain your shortcut is pointing to the folder you created, and not the location the Ubi Connect originally wanted to use.
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Old 07-17-22, 01:42 PM   #4859
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thx "boss"
my dear Beanie greetings...i think our friends should be able to without going out..no
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Old 07-17-22, 02:59 PM   #4860
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Should, yes, but there are so many ways the game can lead one astray... lol - we'll see if he posts again.
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